// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/DataTable.h"
#include "StructAndEnum.generated.h"

/**
 * 
 */
USTRUCT(BlueprintType)
struct FChatMessage
{
	GENERATED_USTRUCT_BODY()
public:
	UPROPERTY(BlueprintReadWrite, Category = "Chat")
		FString ChatInfo;//聊天信息
	UPROPERTY(BlueprintReadWrite, Category = "Chat")
		FString PlayerName = "NameNULL";//玩家姓名
};

USTRUCT(BlueprintType)
struct FUIConfig:public FTableRowBase
{
	GENERATED_USTRUCT_BODY()
public:
// 	用户控件名字
// 			UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = "UIConfig")
// 				FString WidgetName;
	//用户控件类
	UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(MetaClass=UserWidget,AllowAbstract="0"), Category = "UIConfig")
		FSoftClassPath WidgetClass;
	//用户控件层级
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UIConfig")
		int32 Level=0;
	//打开时是否关闭其他界面
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UIConfig")
		bool IsCloseAll = false;
	//是否入栈
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UIConfig")
		bool IsStack=true;
};

USTRUCT(BlueprintType)
struct FLoginMessage
{
	GENERATED_USTRUCT_BODY()
public:
	//账号
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Login")
		FString Account;
	//密码
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Login")
		FString Password;
	//ID
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
		int32 ReturnID=-1;
};
USTRUCT(BlueprintType)
struct FReadyInfo
{
	GENERATED_USTRUCT_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ready")
		int32 PlayerID;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ready")
		FName PlayerName;
};



UCLASS()
class SGAME_API UStructAndEnum : public UObject
{
	GENERATED_BODY()
	
};
